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  3. Hot-patch 0.6.5.4: Maintenance

Hot-patch 0.6.5.4: Maintenance

While I'm working on 0.6.8, here's a new small patch fixing several issues reported by you guys. It's a simple patch, fully compatible with previous savegames.

It's also adding a new feature: The ability to grow seeds instead of plants in your farms.



Simply put, you now have the ability to either grow your plants as normal (and get one seed in return, assuming the plant do not die). Or, you can harvest for seeds, in that case, you'll get multiple seeds per successfully grown plants, but no food ingredients.

With this option, you can grow/control your seed reserves without relying on inherently random expeditions and traders. Even a small 2x2 seed production farm will ensure you'll get a healthy supply of new seeds.

Changelog
  • Balance: Slightly reduced the break chance of the highest tier weapons and armors
  • Content: You can now setup a farm as a seed production center (each fully grown plant will give several seeds but no food)
  • Engine: Zones/Rooms can have tech requirements now (unused in base game for now, can be modded in, though)
  • UI: Added game log text when cattle dies of old age
  • Fixed: People with traits damaging max health (sick, hunger,...) would lose a small amount of health each time you save and load a savegame
  • Fixed: Several uncommon issues with traders (generally about not exiting map when they should)
  • Fixed: Settlers dying of natural causes will no longer break their weapons or armor (only in combat)
  • Fixed: Breaking loot crates (caverns/sewers) had a chance to break weapons and armors inside (if any)
  • Fixed: People dying during expeditions would clutter memory and savegames (not significantly, but a bug's a bug)
  • Fixed: A potential overflow in extremely long games (100 hours or so) which could lead to a variety of small issues
  • Fixed: The "expiration date" of temporary/morphing traits might reset after loading a save